how it's the rock effect? haha (number 11 of the box of the left )
You can throw rocks.
====
Since I parse sprites directly from the related files now, the animation flaws have been fixed.
Compare this animation (the shock effects) with the shock spells before. The one below is an exact replica of the real effect.
For some reason everything looks a lot sharper as well.
Lua:
-- SpellCreator generated.
-- =============== DAMAGE FUNCTIONS ===============
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_NewItem91388 = createCombatObject()
setCombatParam(combat0_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat0_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat0_NewItem91388,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_NewItem91388(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat0_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")
-- Areas/Combat for 1500ms
local combat15_NewItem91388 = createCombatObject()
setCombatParam(combat15_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat15_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat15_NewItem91388,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat15_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")
-- Areas/Combat for 1200ms
local combat12_NewItem91388 = createCombatObject()
setCombatParam(combat12_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat12_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat12_NewItem91388,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat12_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")
-- Areas/Combat for 300ms
local combat3_NewItem91388 = createCombatObject()
setCombatParam(combat3_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat3_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat3_NewItem91388,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat3_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")
-- Areas/Combat for 600ms
local combat6_NewItem91388 = createCombatObject()
setCombatParam(combat6_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat6_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat6_NewItem91388,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_NewItem91388(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat6_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")
-- Areas/Combat for 900ms
local combat9_NewItem91388 = createCombatObject()
setCombatParam(combat9_NewItem91388, COMBAT_PARAM_EFFECT, )
setCombatParam(combat9_NewItem91388, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat9_NewItem91388,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_NewItem91388(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat9_NewItem91388, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_NewItem91388")
-- =============== CORE FUNCTIONS ===============
function RunPart(c,cid,var) -- Part
doCombat(cid, c, var)
end
function onCastSpell(cid, var)
RunPart(combat0_NewItem91388,cid,var)
addEvent(RunPart,1500,combat15_NewItem91388,cid,var)
addEvent(RunPart,1200,combat12_NewItem91388,cid,var)
addEvent(RunPart,300,combat3_NewItem91388,cid,var)
addEvent(RunPart,600,combat6_NewItem91388,cid,var)
addEvent(RunPart,900,combat9_NewItem91388,cid,var)
return true
end